mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Sound System Rework: Phase 2
. Performance boost (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe) . Both 32KHz & 48KHz sound can be handled properly now (But up-sampling is still not implemented, and I don't think any game requires it.) . Strategy adjustment When your PC is *NOT* capable to run the game at 100%: >> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency) >> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up) . Changed default frame limit to: Auto (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -30,6 +30,31 @@ extern DSPInitialize g_dspInitialize;
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extern SoundStream *soundStream;
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extern AudioCommonConfig ac_Config;
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// UDSPControl
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union UDSPControl
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{
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u16 Hex;
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struct
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{
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unsigned DSPReset : 1; // Write 1 to reset and waits for 0
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unsigned DSPAssertInt : 1;
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unsigned DSPHalt : 1;
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unsigned AI : 1;
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unsigned AI_mask : 1;
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unsigned ARAM : 1;
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unsigned ARAM_mask : 1;
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unsigned DSP : 1;
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unsigned DSP_mask : 1;
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unsigned ARAM_DMAState : 1; // DSPGetDMAStatus() uses this flag
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unsigned DSPInitCode : 1;
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unsigned DSPInit : 1; // DSPInit() writes to this flag
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unsigned pad : 4;
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};
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UDSPControl(u16 _Hex = 0) : Hex(_Hex) {}
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};
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namespace AudioCommon
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{
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SoundStream *InitSoundStream(CMixer *mixer = NULL);
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@ -111,13 +111,11 @@ void DSound::SoundLoop()
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int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
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if (numBytesToRender >= 256)
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{
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if (numBytesToRender > sizeof(realtimeBuffer))
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if (numBytesToRender > sizeof(realtimeBuffer) * sizeof(short))
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PanicAlert("soundThread: too big render call");
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m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
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WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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currentPos = ModBufferSize(lastPos + numBytesToRender);
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totalRenderedBytes += numBytesToRender;
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lastPos = currentPos;
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lastPos = ModBufferSize(lastPos + numBytesToRender);
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}
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soundCriticalSection.Leave();
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soundSyncEvent.Wait();
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@ -142,7 +140,6 @@ bool DSound::Start()
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dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, 0);
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memset(p1, 0, num1);
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dsBuffer->Unlock(p1, num1, 0, 0);
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totalRenderedBytes = -bufferSize;
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thread = new Common::Thread(soundThread, (void *)this);
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return true;
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}
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@ -25,8 +25,7 @@
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#include <mmsystem.h>
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#include <dsound.h>
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#define BUFSIZE 32768
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#define MAXWAIT 70 // miliseconds
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#define BUFSIZE (1024 * 8 * 4)
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#endif
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class DSound : public SoundStream
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@ -41,31 +40,30 @@ class DSound : public SoundStream
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IDirectSoundBuffer* dsBuffer;
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int bufferSize; //i bytes
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int totalRenderedBytes;
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int m_volume;
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// playback position
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int currentPos;
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int lastPos;
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short realtimeBuffer[1024 * 1024];
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short realtimeBuffer[BUFSIZE / sizeof(short)];
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inline int FIX128(int x) {
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inline int FIX128(int x)
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{
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return x & (~127);
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}
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inline int ModBufferSize(int x) {
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inline int ModBufferSize(int x)
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{
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return (x + bufferSize) % bufferSize;
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}
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bool CreateBuffer();
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bool WriteDataToBuffer(DWORD dwOffset, char* soundData,
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DWORD dwSoundBytes);
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bool WriteDataToBuffer(DWORD dwOffset, char* soundData, DWORD dwSoundBytes);
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public:
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DSound(CMixer *mixer, void *hWnd = NULL)
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: SoundStream(mixer)
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, bufferSize(0)
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, totalRenderedBytes(0)
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, currentPos(0)
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, lastPos(0)
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, dsBuffer(0)
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@ -16,112 +16,65 @@
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// http://code.google.com/p/dolphin-emu/
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// This queue solution is temporary. I'll implement something more efficient later.
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#include <queue> // System
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#include "Thread.h" // Common
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#include "Atomic.h"
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#include "Mixer.h"
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#include "FixedSizeQueue.h"
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#include "AudioCommon.h"
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int CMixer::Mix(short *samples, int numSamples)
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// Executed from sound stream thread
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unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
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{
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if (! samples) {
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Premix(NULL, 0);
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if (!samples)
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return 0;
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}
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// silence
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memset(samples, 0, numSamples * 2 * sizeof(short));
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if (g_dspInitialize.pEmulatorState) {
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if (g_dspInitialize.pEmulatorState)
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{
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if (*g_dspInitialize.pEmulatorState != 0)
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return 0;
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}
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// first get the DTK Music
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if (m_EnableDTKMusic) {
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g_dspInitialize.pGetAudioStreaming(samples, numSamples);
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}
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Premix(samples, numSamples);
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int count = 0;
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push_sync.Enter();
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while (m_queueSize > queue_minlength && count < numSamples * 2)
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{
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int x = samples[count];
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x += sample_queue.front();
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if (x > 32767) x = 32767;
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if (x < -32767) x = -32767;
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samples[count++] = x;
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sample_queue.pop();
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x = samples[count];
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x += sample_queue.front();
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if (x > 32767) x = 32767;
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if (x < -32767) x = -32767;
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samples[count++] = x;
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sample_queue.pop();
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m_queueSize-=2;
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}
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push_sync.Leave();
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return count;
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}
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void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample_rate)
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{
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push_sync.Enter();
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if (m_queueSize == 0)
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{
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m_queueSize = queue_minlength;
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for (int i = 0; i < queue_minlength; i++)
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sample_queue.push((s16)0);
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}
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push_sync.Leave();
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#ifdef _WIN32
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if (GetAsyncKeyState(VK_TAB))
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return;
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#endif
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// Write Other Audio
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if (!m_throttle)
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return;
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// -----------------------------------------------------------------------
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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// ----------------------------
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/* This is only needed for non-AX sound, currently directly
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streamed and DTK sound. For AX we call SoundStream::Update in
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AXTask() for example. */
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while (m_queueSize > queue_maxlength / 2)
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{
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// Urgh.
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if (g_dspInitialize.pEmulatorState) {
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if (*g_dspInitialize.pEmulatorState != 0)
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return;
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{
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// Silence
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memset(samples, 0, numSamples * 4);
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return numSamples;
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}
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soundStream->Update();
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SLEEP(1);
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}
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// -----------------------------------------------------------------------
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push_sync.Enter();
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while (num_stereo_samples)
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unsigned int numLeft = Common::AtomicLoad(m_numSamples);
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numLeft = (numLeft > numSamples) ? numSamples : numLeft;
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// Do re-sampling if needed
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if (m_sampleRate == m_dspSampleRate)
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{
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sample_queue.push(Common::swap16(*samples));
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samples++;
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sample_queue.push(Common::swap16(*samples));
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samples++;
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m_queueSize += 2;
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num_stereo_samples--;
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for (unsigned int i = 0; i < numLeft * 2; i++)
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samples[i] = Common::swap16(m_buffer[(m_indexR + i) & INDEX_MASK]);
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m_indexR += numLeft * 2;
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}
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push_sync.Leave();
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return;
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else if (m_sampleRate < m_dspSampleRate) // If down-sampling needed
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{
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_dbg_assert_msg_(DSPHLE, !(numSamples % 2), "Number of Samples: %i must be even!", numSamples);
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short *pDest = samples;
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int last_l, last_r, cur_l, cur_r;
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for (unsigned int i = 0; i < numLeft * 3 / 2; i++)
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{
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cur_l = Common::swap16(m_buffer[(m_indexR + i * 2) & INDEX_MASK]);
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cur_r = Common::swap16(m_buffer[(m_indexR + i * 2 + 1) & INDEX_MASK]);
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if (i % 3)
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{
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*pDest++ = (last_l + cur_r) / 2;
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*pDest++ = (last_r + cur_r) / 2;
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}
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last_l = cur_l;
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last_r = cur_r;
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}
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m_indexR += numLeft * 2 * 3 / 2;
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}
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else if (m_sampleRate > m_dspSampleRate)
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{
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// AyuanX: Up-sampling is not implemented yet
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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/*
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static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
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@ -183,16 +136,93 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
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sample_queue.push(r);
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m_queueSize += 2;
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}
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push_sync.Leave();
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*/
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}
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// Padding
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if (numSamples > numLeft)
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memset(&samples[numLeft * 2], 0, (numSamples - numLeft) * 4);
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// Add the HLE sound
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if (m_sampleRate < m_dspSampleRate)
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{
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PanicAlert("Mixer: DSPHLE down-sampling is not implemented yet!\n"
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"Usually no game should require this, please report!");
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}
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else
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{
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Premix(samples, numSamples, m_sampleRate);
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}
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// Add the DTK Music
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if (m_EnableDTKMusic)
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{
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// Re-sampling is done inside
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g_dspInitialize.pGetAudioStreaming(samples, numSamples, m_sampleRate);
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}
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Common::AtomicAdd(m_numSamples, -(int)numLeft);
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return numSamples;
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}
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int CMixer::GetNumSamples()
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void CMixer::PushSamples(short *samples, unsigned int num_samples, unsigned int sample_rate)
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{
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return m_queueSize / 2;
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//int ret = (m_queueSize - queue_minlength) / 2;
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//ret = (ret > 0) ? ret : 0;
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//return ret;
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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if (m_throttle)
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{
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// AyuanX: Remember to reserve "num_samples * 1.5" free sample space at least!
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// Becuse we may do re-sampling later
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while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
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{
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if (g_dspInitialize.pEmulatorState)
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{
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if (*g_dspInitialize.pEmulatorState != 0)
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break;
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}
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soundStream->Update();
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SLEEP(1);
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}
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}
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// Check if we have enough free space
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if (num_samples > MAX_SAMPLES - Common::AtomicLoad(m_numSamples))
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return;
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// AyuanX: Actual re-sampling work has been moved to sound thread
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// to alleviates the workload on main thread
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// and we simply store raw data here to make fast mem copy
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int over_bytes = num_samples * 4 - (MAX_SAMPLES * 2 - (m_indexW & INDEX_MASK)) * sizeof(short);
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if (over_bytes > 0)
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{
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memcpy(&m_buffer[m_indexW & INDEX_MASK], samples, num_samples * 4 - over_bytes);
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memcpy(&m_buffer[0], samples + (num_samples * 4 - over_bytes) / sizeof(short), over_bytes);
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}
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else
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{
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memcpy(&m_buffer[m_indexW & INDEX_MASK], samples, num_samples * 4);
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}
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m_indexW += num_samples * 2;
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if (m_sampleRate < m_dspSampleRate)
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{
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// This is kind of tricky :P
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num_samples = num_samples * 2 / 3;
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}
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else if (m_sampleRate > m_dspSampleRate)
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{
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PanicAlert("Mixer: Up-sampling is not implemented yet!");
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}
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Common::AtomicAdd(m_numSamples, num_samples);
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return;
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}
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unsigned int CMixer::GetNumSamples()
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{
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return Common::AtomicLoad(m_numSamples);
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}
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@ -18,39 +18,38 @@
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#ifndef _MIXER_H_
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#define _MIXER_H_
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#include "FixedSizeQueue.h"
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#include "Thread.h"
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// On real hardware, this fifo is much, much smaller. But timing is also
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// tighter than under Windows, so...
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#define queue_minlength 1024 * 4
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#define queue_maxlength 1024 * 28
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// 16 bit Stereo
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#define MAX_SAMPLES (1024 * 4)
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#define INDEX_MASK (MAX_SAMPLES * 2 - 1)
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#define RESERVED_SAMPLES (MAX_SAMPLES / 8)
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class CMixer {
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public:
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// AyuanX: Mixer sample rate is fixed to 32khz for now
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// if any game sets DSP sample rate to 48khz, we are doomed
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// TODO: Fix this somehow!
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CMixer(unsigned int SampleRate = 32000)
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: m_sampleRate(SampleRate)
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CMixer(unsigned int AISampleRate = 48000, unsigned int DSPSampleRate = 48000)
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: m_aiSampleRate(AISampleRate)
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, m_dspSampleRate(DSPSampleRate)
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, m_bits(16)
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, m_channels(2)
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, m_mode(2)
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, m_HLEready(false)
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, m_queueSize(0)
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{}
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, m_numSamples(0)
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, m_indexW(0)
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, m_indexR(0)
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{
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// AyuanX: When sample rate differs, we have to do re-sampling
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// I perfer speed so let's do down-sampling instead of up-sampling
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// If you like better sound than speed, feel free to implement the up-sampling code
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m_sampleRate = (m_aiSampleRate < m_dspSampleRate) ? m_aiSampleRate : m_dspSampleRate;
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}
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// Called from audio threads
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virtual int Mix(short *sample, int numSamples);
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virtual int GetNumSamples();
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virtual unsigned int Mix(short* samples, unsigned int numSamples);
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virtual void Premix(short *samples, unsigned int numSamples, unsigned int sampleRate) {}
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unsigned int GetNumSamples();
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// Called from main thread
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virtual void PushSamples(short* samples, int num_stereo_samples, int core_sample_rate);
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virtual void Premix(short *samples, int numSamples) {}
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int GetSampleRate() {return m_sampleRate;}
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virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate);
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||||
unsigned int GetSampleRate() {return m_sampleRate;}
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|
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void SetThrottle(bool use) { m_throttle = use;}
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void SetDTKMusic(bool use) { m_EnableDTKMusic = use;}
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@ -61,19 +60,23 @@ public:
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// ---------------------
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||||
|
||||
protected:
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int m_sampleRate;
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||||
unsigned int m_sampleRate;
|
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unsigned int m_aiSampleRate;
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unsigned int m_dspSampleRate;
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int m_bits;
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int m_channels;
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||||
|
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int m_mode;
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bool m_HLEready;
|
||||
int m_queueSize;
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||||
|
||||
bool m_EnableDTKMusic;
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bool m_throttle;
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||||
|
||||
short m_buffer[MAX_SAMPLES * 2];
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||||
u32 m_indexW;
|
||||
u32 m_indexR;
|
||||
volatile u32 m_numSamples;
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||||
|
||||
private:
|
||||
Common::CriticalSection push_sync;
|
||||
FixedSizeQueue<s16, queue_maxlength> sample_queue;
|
||||
|
||||
};
|
||||
|
||||
|
@ -22,10 +22,10 @@
|
||||
#include "Mixer.h"
|
||||
|
||||
class NullMixer : public CMixer {
|
||||
|
||||
public:
|
||||
virtual int Mix(short *sample, int numSamples) {return 0;}
|
||||
virtual void PushSamples(short* samples, int num_stereo_samples,
|
||||
int core_sample_rate) {}
|
||||
virtual unsigned int Mix(short *samples, unsigned int numSamples) { return 0; }
|
||||
virtual void PushSamples(short* samples, unsigned int num_samples, unsigned int sample_rate) {}
|
||||
};
|
||||
|
||||
class NullSound : public SoundStream
|
||||
@ -35,7 +35,6 @@ public:
|
||||
{
|
||||
delete m_mixer;
|
||||
m_mixer = new NullMixer();
|
||||
|
||||
}
|
||||
|
||||
virtual ~NullSound() {}
|
||||
@ -47,7 +46,7 @@ public:
|
||||
virtual bool Start() { return true; }
|
||||
|
||||
virtual void Update() {
|
||||
m_mixer->Mix(NULL, 256 >> 2);
|
||||
//m_mixer->Mix(NULL, 256 >> 2);
|
||||
//(*callback)(NULL, 256 >> 2, 16, sampleRate, 2);
|
||||
}
|
||||
};
|
||||
|
@ -138,12 +138,13 @@ void OpenALStream::SoundLoop()
|
||||
// Generate a Source to playback the Buffers
|
||||
alGenSources(1, &uiSource);
|
||||
|
||||
memset(realtimeBuffer, 0, OAL_BUFFER_SIZE);
|
||||
// Short Silence
|
||||
memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * 4);
|
||||
for (int i = 0; i < OAL_NUM_BUFFERS; i++)
|
||||
alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, OAL_BUFFER_SIZE, ulFrequency);
|
||||
|
||||
alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, OAL_MAX_SAMPLES, ulFrequency);
|
||||
alSourceQueueBuffers(uiSource, OAL_NUM_BUFFERS, uiBuffers);
|
||||
alSourcePlay(uiSource);
|
||||
|
||||
err = alGetError();
|
||||
// TODO: Error handling
|
||||
|
||||
@ -158,12 +159,12 @@ void OpenALStream::SoundLoop()
|
||||
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
|
||||
iBuffersFilled = 0;
|
||||
}
|
||||
int numSamples = m_mixer->GetNumSamples();
|
||||
numSamples &= ~0x100;
|
||||
|
||||
if (iBuffersProcessed && numSamples)
|
||||
unsigned int numSamples = m_mixer->GetNumSamples();
|
||||
|
||||
if (iBuffersProcessed && (numSamples >= OAL_THRESHOLD))
|
||||
{
|
||||
numSamples = (numSamples > OAL_BUFFER_SIZE / 4) ? OAL_BUFFER_SIZE / 4 : numSamples;
|
||||
numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
|
||||
// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
|
||||
if (iBuffersFilled == 0)
|
||||
alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
|
||||
@ -176,11 +177,11 @@ void OpenALStream::SoundLoop()
|
||||
if (iBuffersFilled == OAL_NUM_BUFFERS)
|
||||
alSourcePlay(uiSource);
|
||||
}
|
||||
else
|
||||
else if (numSamples >= OAL_THRESHOLD)
|
||||
{
|
||||
ALint state = 0;
|
||||
alGetSourcei(uiSource, AL_SOURCE_STATE, &state);
|
||||
if (state != AL_PLAYING)
|
||||
if (state == AL_STOPPED)
|
||||
alSourcePlay(uiSource);
|
||||
}
|
||||
soundSyncEvent.Wait();
|
||||
|
@ -33,10 +33,11 @@
|
||||
#include "AL/al.h"
|
||||
#include "AL/alc.h"
|
||||
#endif // WIN32
|
||||
// public use
|
||||
// 16 bit Stereo
|
||||
#define SFX_MAX_SOURCE 1
|
||||
#define OAL_NUM_BUFFERS 8
|
||||
#define OAL_BUFFER_SIZE (512 * 4)
|
||||
#define OAL_MAX_SAMPLES 512 // AyuanX: Don't make it too large, as larger buffer means longer delay
|
||||
#define OAL_THRESHOLD 128
|
||||
#endif
|
||||
|
||||
class OpenALStream: public SoundStream
|
||||
@ -66,7 +67,7 @@ private:
|
||||
Common::CriticalSection soundCriticalSection;
|
||||
Common::Event soundSyncEvent;
|
||||
|
||||
short realtimeBuffer[OAL_BUFFER_SIZE/sizeof(short)];
|
||||
short realtimeBuffer[OAL_MAX_SAMPLES * 2];
|
||||
ALuint uiBuffers[OAL_NUM_BUFFERS];
|
||||
ALuint uiSource;
|
||||
ALfloat fVolume;
|
||||
|
@ -27,7 +27,7 @@ typedef void (__cdecl* TDSP_WriteMailBox)(bool _CPUMailbox, unsigned short);
|
||||
typedef unsigned short (__cdecl* TDSP_ReadMailBox)(bool _CPUMailbox);
|
||||
typedef unsigned short (__cdecl* TDSP_ReadControlRegister)();
|
||||
typedef unsigned short (__cdecl* TDSP_WriteControlRegister)(unsigned short);
|
||||
typedef void (__cdecl *TDSP_SendAIBuffer)(unsigned int address, int sample_rate);
|
||||
typedef void (__cdecl *TDSP_SendAIBuffer)(unsigned int address, unsigned int num_samples, unsigned int sample_rate);
|
||||
typedef void (__cdecl *TDSP_Update)(int cycles);
|
||||
typedef void (__cdecl *TDSP_StopSoundStream)();
|
||||
typedef void (__cdecl *TDSP_ClearAudioBuffer)();
|
||||
|
@ -234,7 +234,7 @@ void SConfig::LoadSettings()
|
||||
ini.Get("Core", "RunCompareServer", &m_LocalCoreStartupParameter.bRunCompareServer, false);
|
||||
ini.Get("Core", "RunCompareClient", &m_LocalCoreStartupParameter.bRunCompareClient, false);
|
||||
ini.Get("Core", "TLBHack", &m_LocalCoreStartupParameter.iTLBHack, 0);
|
||||
ini.Get("Core", "FrameLimit", &m_Framelimit, 1);
|
||||
ini.Get("Core", "FrameLimit", &m_Framelimit, 0); // auto frame limit by default
|
||||
|
||||
// Plugins
|
||||
ini.Get("Core", "GFXPlugin", &m_LocalCoreStartupParameter.m_strVideoPlugin, m_DefaultGFXPlugin.c_str());
|
||||
|
@ -386,6 +386,7 @@ THREAD_RETURN EmuThread(void *pArg)
|
||||
dspInit.pDebuggerBreak = Callback_DebuggerBreak;
|
||||
dspInit.pGenerateDSPInterrupt = Callback_DSPInterrupt;
|
||||
dspInit.pGetAudioStreaming = AudioInterface::Callback_GetStreaming;
|
||||
dspInit.pGetSampleRate = AudioInterface::Callback_GetSampleRate;
|
||||
dspInit.pEmulatorState = (int *)PowerPC::GetStatePtr();
|
||||
dspInit.bWii = _CoreParameter.bWii;
|
||||
dspInit.bOnThread = _CoreParameter.bDSPThread;
|
||||
|
@ -54,13 +54,13 @@ union AICR
|
||||
struct
|
||||
{
|
||||
unsigned PSTAT : 1; // sample counter/playback enable
|
||||
unsigned AFR : 1; // 0=32khz 1=48khz
|
||||
unsigned AFR : 1; // AI Frequency (0=32khz 1=48khz)
|
||||
unsigned AIINTMSK : 1; // 0=interrupt masked 1=interrupt enabled
|
||||
unsigned AIINT : 1; // audio interrupt status
|
||||
unsigned AIINTVLD : 1; // This bit controls whether AIINT is affected by the AIIT register
|
||||
// matching AISLRCNT. Once set, AIINT will hold
|
||||
unsigned SCRESET : 1; // write to reset counter
|
||||
unsigned DSPFR : 1; // DSP Frequency (0=48khz 1=32khz) WTF, who designed this?
|
||||
unsigned DSPFR : 1; // DSP Frequency (0=48khz 1=32khz)
|
||||
unsigned :25;
|
||||
};
|
||||
u32 hex;
|
||||
@ -90,8 +90,8 @@ struct SAudioRegister
|
||||
// STATE_TO_SAVE
|
||||
static SAudioRegister g_AudioRegister;
|
||||
static u64 g_LastCPUTime = 0;
|
||||
static int g_SampleRate = 32000;
|
||||
static int g_DSPSampleRate = 32000;
|
||||
static unsigned int g_SampleRate = 32000;
|
||||
static unsigned int g_DSPSampleRate = 32000;
|
||||
static u64 g_CPUCyclesPerSample = 0xFFFFFFFFFFFULL;
|
||||
|
||||
void DoState(PointerWrap &p)
|
||||
@ -264,9 +264,15 @@ void GenerateAudioInterrupt()
|
||||
UpdateInterrupts();
|
||||
}
|
||||
|
||||
void Callback_GetSampleRate(unsigned int &_AISampleRate, unsigned int &_DSPSampleRate)
|
||||
{
|
||||
_AISampleRate = g_SampleRate;
|
||||
_DSPSampleRate = g_DSPSampleRate;
|
||||
}
|
||||
|
||||
// Callback for the disc streaming
|
||||
// WARNING - called from audio thread
|
||||
u32 Callback_GetStreaming(short* _pDestBuffer, u32 _numSamples)
|
||||
unsigned int Callback_GetStreaming(short* _pDestBuffer, unsigned int _numSamples, unsigned int _sampleRate)
|
||||
{
|
||||
if (g_AudioRegister.m_Control.PSTAT && !CCPU::IsStepping())
|
||||
{
|
||||
@ -275,34 +281,60 @@ u32 Callback_GetStreaming(short* _pDestBuffer, u32 _numSamples)
|
||||
const int lvolume = g_AudioRegister.m_Volume.leftVolume;
|
||||
const int rvolume = g_AudioRegister.m_Volume.rightVolume;
|
||||
|
||||
// AyuanX: I hate this, but for now we have to do down-sampling to support 48khz
|
||||
if (g_SampleRate == 48000)
|
||||
|
||||
if (g_SampleRate == 48000 && _sampleRate == 32000)
|
||||
{
|
||||
_dbg_assert_msg_(AUDIO_INTERFACE, !(_numSamples % 2), "Number of Samples: %i must be even!", _numSamples);
|
||||
_numSamples = _numSamples * 3 / 2;
|
||||
}
|
||||
else if (g_SampleRate == 32000 && _sampleRate == 48000)
|
||||
{
|
||||
// AyuanX: Up-sampling is not implemented yet
|
||||
PanicAlert("AUDIO_INTERFACE: Up-sampling is not implemented yet!");
|
||||
}
|
||||
|
||||
short pcm_l = 0;
|
||||
short pcm_r = 0;
|
||||
int pcm_l, pcm_r;
|
||||
for (unsigned int i = 0; i < _numSamples; i++)
|
||||
{
|
||||
if (pos == 0)
|
||||
ReadStreamBlock(pcm);
|
||||
|
||||
if (g_SampleRate == 48000)
|
||||
if (g_SampleRate == 48000 && _sampleRate == 32000)
|
||||
{
|
||||
if (i % 3)
|
||||
{
|
||||
*_pDestBuffer++ = ((pcm_l / 2 + pcm[pos*2] / 2) * lvolume) >> 8;
|
||||
*_pDestBuffer++ = ((pcm_r / 2 + pcm[pos*2+1] / 2) * rvolume) >> 8;
|
||||
pcm_l = (((pcm_l + (int)pcm[pos*2]) / 2 * lvolume) >> 8) + (int)(*_pDestBuffer);
|
||||
if (pcm_l > 32767)
|
||||
pcm_l = 32767;
|
||||
else if (pcm_l < -32767)
|
||||
pcm_l = -32767;
|
||||
*_pDestBuffer++ = pcm_l;
|
||||
|
||||
pcm_r = (((pcm_r + (int)pcm[pos*2+1]) / 2 * rvolume) >> 8) + (int)(*_pDestBuffer);
|
||||
if (pcm_r > 32767)
|
||||
pcm_r = 32767;
|
||||
else if (pcm_r < -32767)
|
||||
pcm_r = -32767;
|
||||
*_pDestBuffer++ = pcm_r;
|
||||
}
|
||||
pcm_l = pcm[pos*2];
|
||||
pcm_r = pcm[pos*2+1];
|
||||
}
|
||||
else
|
||||
{
|
||||
*_pDestBuffer++ = (pcm[pos*2] * lvolume) >> 8;
|
||||
*_pDestBuffer++ = (pcm[pos*2+1] * rvolume) >> 8;
|
||||
pcm_l = (((int)pcm[pos*2] * lvolume) >> 8) + (int)(*_pDestBuffer);
|
||||
if (pcm_l > 32767)
|
||||
pcm_l = 32767;
|
||||
else if (pcm_l < -32767)
|
||||
pcm_l = -32767;
|
||||
*_pDestBuffer++ = pcm_l;
|
||||
|
||||
pcm_r = (((int)pcm[pos*2+1] * rvolume) >> 8) + (int)(*_pDestBuffer);
|
||||
if (pcm_r > 32767)
|
||||
pcm_r = 32767;
|
||||
else if (pcm_r < -32767)
|
||||
pcm_r = -32767;
|
||||
*_pDestBuffer++ = pcm_r;
|
||||
}
|
||||
|
||||
if (++pos == 28)
|
||||
@ -311,7 +343,7 @@ u32 Callback_GetStreaming(short* _pDestBuffer, u32 _numSamples)
|
||||
}
|
||||
else
|
||||
{
|
||||
// AyuanX: We have already preset those bytes, no need to do this again
|
||||
// Don't overwrite existed sample data
|
||||
/*
|
||||
for (unsigned int i = 0; i < _numSamples * 2; i++)
|
||||
{
|
||||
@ -361,12 +393,12 @@ void IncreaseSampleCount(const u32 _iAmount)
|
||||
}
|
||||
}
|
||||
|
||||
u32 GetAISampleRate()
|
||||
unsigned int GetAISampleRate()
|
||||
{
|
||||
return g_SampleRate;
|
||||
}
|
||||
|
||||
u32 GetDSPSampleRate()
|
||||
unsigned int GetDSPSampleRate()
|
||||
{
|
||||
return g_DSPSampleRate;
|
||||
}
|
||||
|
@ -34,14 +34,15 @@ void DoState(PointerWrap &p);
|
||||
void Update();
|
||||
|
||||
// Called by DSP plugin
|
||||
u32 Callback_GetStreaming(short* _pDestBuffer, u32 _numSamples);
|
||||
void Callback_GetSampleRate(unsigned int &_AISampleRate, unsigned int &_DSPSampleRate);
|
||||
unsigned int Callback_GetStreaming(short* _pDestBuffer, unsigned int _numSamples, unsigned int _sampleRate = 48000);
|
||||
|
||||
void Read32(u32& _uReturnValue, const u32 _iAddress);
|
||||
void Write32(const u32 _iValue, const u32 _iAddress);
|
||||
|
||||
// Get the audio rates (48000 or 32000 only)
|
||||
u32 GetAISampleRate();
|
||||
u32 GetDSPSampleRate();
|
||||
unsigned int GetAISampleRate();
|
||||
unsigned int GetDSPSampleRate();
|
||||
|
||||
} // namespace
|
||||
|
||||
|
@ -197,7 +197,6 @@ static u16 g_AR_SIZE;
|
||||
static u16 g_AR_MODE;
|
||||
static u16 g_AR_REFRESH;
|
||||
|
||||
|
||||
Common::PluginDSP *dsp_plugin;
|
||||
|
||||
|
||||
@ -379,27 +378,6 @@ void Write16(const u16 _Value, const u32 _Address)
|
||||
g_dspState.DSPControl.DSPHalt = tmpControl.DSPHalt;
|
||||
g_dspState.DSPControl.DSPInit = tmpControl.DSPInit;
|
||||
|
||||
// AyuanX: WTF, sample rate between AI & DSP can be different?
|
||||
// This is a big problem especially when our mixer is fixed to 32000
|
||||
// TODO: Try to support these!
|
||||
// More info: AudioCommon/Mixer.h, HW/AudioInterface.cpp
|
||||
static bool FirstTimeWarning = false;
|
||||
if (!FirstTimeWarning)
|
||||
{
|
||||
if (!g_dspState.DSPControl.DSPHalt && g_dspState.DSPControl.DSPInit)
|
||||
{
|
||||
// It's time to check now, and we do this only once
|
||||
FirstTimeWarning = true;
|
||||
if (AudioInterface::GetAISampleRate() != 32000 || AudioInterface::GetDSPSampleRate() != 32000)
|
||||
{
|
||||
WARN_LOG(DSPINTERFACE, "Unsupported Sample Rate, AI:%i, DSP:%i", AudioInterface::GetAISampleRate(), AudioInterface::GetDSPSampleRate());
|
||||
if (AudioInterface::GetDSPSampleRate() != 32000)
|
||||
PanicAlert("DSPINTERFACE: Unsupported Sample Rate, AI:%i, DSP:%i\n"
|
||||
"You may get incorrect sound output, please report!", AudioInterface::GetAISampleRate(), AudioInterface::GetDSPSampleRate());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Interrupt (mask)
|
||||
g_dspState.DSPControl.AID_mask = tmpControl.AID_mask;
|
||||
g_dspState.DSPControl.ARAM_mask = tmpControl.ARAM_mask;
|
||||
@ -503,12 +481,17 @@ void UpdateAudioDMA()
|
||||
// external audio fifo in the emulator, to be mixed with the disc
|
||||
// streaming output. If that audio queue fills up, we delay the
|
||||
// emulator.
|
||||
dsp_plugin->DSP_SendAIBuffer(g_audioDMA.ReadAddress, AudioInterface::GetDSPSampleRate());
|
||||
g_audioDMA.ReadAddress += 32;
|
||||
|
||||
// AyuanX: let's do it in a bundle to speed up
|
||||
if (g_audioDMA.BlocksLeft == g_audioDMA.AudioDMAControl.NumBlocks)
|
||||
dsp_plugin->DSP_SendAIBuffer(g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks * 8, AudioInterface::GetDSPSampleRate());
|
||||
|
||||
// g_audioDMA.ReadAddress += 32;
|
||||
g_audioDMA.BlocksLeft--;
|
||||
|
||||
if (g_audioDMA.BlocksLeft == 0)
|
||||
{
|
||||
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
|
||||
// g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
|
||||
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
|
||||
// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
|
||||
GenerateDSPInterrupt(DSP::INT_AID);
|
||||
|
@ -590,7 +590,7 @@ void GenerateISIException()
|
||||
// segment (N bit set in segment descriptor), or to guarded memory
|
||||
// when MSR[IR] = 1. Otherwise, cleared.
|
||||
// Bit 4: Set if a memory access is not permitted by the page or IBAT protection
|
||||
// mechanism, described in Chapter 7, <EFBFBD>Memory Management<EFBFBD>; otherwise cleared.
|
||||
// mechanism, described in Chapter 7, "Memory Management" otherwise cleared.
|
||||
// Only one of 1,3, or 4 may be set at a time
|
||||
|
||||
// For now let's just say that hash lookup failed
|
||||
|
Reference in New Issue
Block a user